Monday, September 7, 2015

Load-Out Out-Loud: 1

Each player has four equipment slots: Armor, Power, Melee Weapon, Ranged Weapon.
Each player selects one of three possible choices in each of the four categories.
Player's choices are mutually exclusive.

RandomNumber( x, 1, 100 )
    if( x = 1 )
        //player gets no selections
    else if( x => 2 && x =< 50 )
        //player gets one selection
        RandomNumber( w, 1, 4 )
            if( w = 1 )
                //player gets their selection of armor
            else if( w = 2 )
                //player gets their selection of power
            else if( w = 3 )
                //player gets their selection of melee
            else if( w = 4 )
                //player gets their selection of ranged

    else if( x => 51 && x =< 89 )
        //player gets two selections
        RandomNumber( q, 1, 6 )
            if( q = 1 )
                //player gets armor and power selections
            else if( q = 2 )
                //player gets armor and melee selections
            else if( q = 3 )
                //player gets armor and ranged selections
            else if( q = 4 )
                //player gets power and melee selections
            else if( q = 5 )
                //player gets power and ranged selections
            else if( q = 6 )
                //player gets melee and ranged selections


    else if( x => 90 && x =< 99 )
        //player gets three selections
        RandomNumber( r, 1, 4 )
            if( r = 1 )
                //player gets armor, power, and melee selections
            else if( r = 2 )
                //player gets armor, power, and ranged selections
            else if( r = 3 )
                //player gets armor, melee, and ranged selections
            else if( r = 4 )
                //player gets power, melee, and ranged selections

    else if( x = 100 )




        //player gets all four selections
I've wrote that with the favor of getting one or two choices awarded, but the situation still remains that one player could get all their choices and the other could get none. The issue, of course, arises when players know the choices of the other player or there is communication between players. The distribution might be random, but in emotional moments, this could be the straw the camel rage quits over.

For Magpies like me, an achievement would be enough to stymie immediate unpleasantness, and a David over Goliath achievement might even keep me invested in the outcome of the match. However, I've got a hunch that our target audience is more competitive and values victory over tchotchkes.

The most obvious solution would be to apply the first random-number, how many of the player's choices do they receive, to both players. Frankly, this feels insipid, like there could have been fun here. This is more of a gut-feeling, but hear me out.


Sunday, September 6, 2015

Information Inspiration

SCREEN CHEAT
So here's the rub, everyone is invisible except to themselves in their corners, and everyone is watching everyone. I've got this feeling that there's a key proprioception of player-machine-environment/group in this game that cannot be expressed through video or metaphor, and having not played, I will not be privy to it. What should be addressed, though, is the recontextualization of screen space and GUI. Where we once struggled not to peek, we are now straining with too much to watch.



With the shift of weight of Ownership within the game, balances must be found. With no player models or animations, the architecture is the main character. Each area is detailed and brightly colored with uniquely shaped and reflected features: complex, yet simple enough to be understood when viewed in periphery. Weapons are distinctive and simple- no counters, no ammo, just a paint job, a silhouette, and a trajectory(/projectile).

ARCHEBLADE
This is probably most what I imagine Wreck will be like. It's a 3D PvP arena fighter with two germane points. Jason had mentioned that the combat system is based on the two mouse buttons, but by each having their own rhythm, there are more than merely two attacks mapped to the mouse. Having not played I can only speculate, but I believe this is integral to the fun of the game, and makes it more 'Devil May Cry' and less 'Cookie Clicker'. The tactile, cerebral-motor feelings of playing a game matter, and indiscriminate clicking is only satisfying ephemerally.

  

Also, the environments. And I suppose I'm speaking in two senses: one, of the layout and design of the arenas, which are littered with obstacles, but more importantly, are never rectilinear. And two is Codebrush's deft use of color. Tints & shades, saturations, grayscales, alphas; every color has intent. In addition to the player's health gui, health is represented as intensity of saturation, and the player's avatar will grey with each hit. With no health, the screen becomes black & white. The feature is a satisfier, to be sure, but I'm quite delighted with it. 

FRACTURE
It's a shooter, but with some very interesting terrain-manipulation mechanics. There's a gun which the player can use to manually pick a point on the ground, and either increase or decrease the height of the terrain. Additionally, there's a terrain grenade, which grows a pillar of earth where it lands. As the video shows, this can be used for combat, exploration, and problem-solving.


There's also a grenade which kind of creates a black hole, pulling enemies and environmental features into a whirling gyre, and then explodes.

Friday, September 4, 2015

Mother of All Ships

With all precincts reporting, presenting this year's Mothership brass:

Ex-President
William Breece

President
Ian Ehlers

Vice-President
Taylor Passow

Secretary
Elizabeth Quinlan

Director of Media
Zachary D Friedman

Director of Projects
George (whose last-name remains a mystery to this day)

Treasurer
Garry Gaarer

Assistant positions have yet to be announced.

This year's goals include,

  • The Stormers, MATiC's first ever eSports team.
  • The 2nd Annual Zach Friedman Memorial Game Jam.
  • The acquisition of new tech for Game Club, MATiC's only game club.
We'll keep you up to date with more information as we get it. Tonight at eleven, eSports come to MATiC, and what your doctor might not be telling you about it. Ann Kittenplan reports with more.

No One Expects the Reck-quisition.

Let's take a look at our new project:
Wreak-uisition*
*Title-pending. This is a sci-fi 3rd-person multiplayer arena-fighter-brawler-shooter type joint. Each match is unique with ever-changing terrain and semi-customizable load-outs. Furthermore, we're hoping to pique the player's nostalgia for local multi-player, and using innovative mechanics and design, make the genre's Achilles shared-screen-space its strongest point. 

My first thought is whether the pun-title is good for the game. It immediately sets the tone as jocular, which may not be a good thing. What it does do well is establish the point of the game, the arena fighter-ness of it, 'wreak'. But in my estimation, the story is going to become more of an entity, and then the title needs to allude to Sci-Fi, and frankly, I don't feel like a pun works well there. Like, Wreak-nologic. Or...I can't think of any more.

How about Wreak-quiem. 

Meta Gear Wreaks.

Wreak Tech Resolver.

No, those are stupid.


Thursday, May 21, 2015

(D.N.D.) I'm dynamite.

This is the first quest, giving the players a brief introduction to the world of BlackStar, and also introducing them to the first NPC, Sepret.

PART 1: THE REQUEST/THE COMMAND
The adventure begins in the Triple Point Tavern, a low-key human district establishment.
Using the Human District Map (Southwest), place enemies in spaces indicated. The party will begin in the tavern (8).


With the adventurers in the bar, read:
It’s evening as the party enters the Triple Point tavern, where an odd aura hangs heavily around several drinking figures. The one at the far end of the bar is an older reptilian hybrid (Sepret), as evidenced by a bits of visible tail and greying scales. Behind the bar, the bartender is mechanically washing clean steins, only pausing briefly to fulfill the the duties of his office in punctuated clockwork motions.
At a table not far away, the two ales are accompanied by two Eldarian Guards, loudly and mirthily drinking with incongruous stone-faced expressions and tone. Their conversation suddenly becomes pointed upon the sudden discovery of the reptilian figure at the bar. The flat mockery is ignored but not unheard, and the lizard’s hands shake with fear, age, and now anger. Even as the Eldarians stand at his sides, upset his drink and spit flat Eldarin profanities at his cheek, Sepret shows stoic restraint. It’s only as the Eldarians turn to leave, the reptile let’s loose a single word just loud enough to be heard: children.
The Eldarians freeze, their senses returning, beginning with fury, as they reach for their swords. Sepret’s eyes race to anyone who will meet his glance as he pleads for a bystander’s aide.


Have each party member roll a Intelligence check, DC 17 for Psionics and DC 20 for non-Psionics.


If players are successful, read:
The ground is starting to shake. You reach out for the bar but it’s still and you realize the rumbling is a voice. It’s growing louder and it feels as though the ground could tear open. Neither Eldarian seem to notice it, and it’s impossible to discern whether Sepret hears it: it’s either the two indignant Eldarians or the sound of the world shattering which has shook him to his core. Nothing of this world, of this universe, or of this reality could be making it, and it certainly could not belong to Sepret, yet more than anyone else there, Sepret lies at its epicenter.


The voice’s language is bizarre and unintelligible, yet the meaning unmistakable: open.

So the players now see the lingering racial tensions. Additionally, they have met Sepret, and see he's an old man who can barely fend for himself.


DEVELOPMENTS
The guards are drunk and disoriented, and thus have a disadvantage in initiative. Their first priority is the adventurers, and will only target Sepret should there be no-one left to protect him.


Sepret isn't giving out too much information. Most of it doesn't matter, Sepret doesn't have to be the one who tells them everything about the artefact.

ROLEPLAYING SEPRET
Sepret is an elderly reptilian hybrid; his hands shake in anxiety, and only minorly in age.
Hello. “My name is Sepret. I’m sorry to have dragged you into this. It’s never good for one’s health interacting with the Eldarians, be it as friend or foe.”
Where are you going? “I must make it outside the walls of the city. It’s a task of grave importance, but I’m afraid this body won’t carry me to much further. Please help me escape DarkStar, for the good of all peoples.”
How do we get out of the city? “We’re nearer the east bridge, and the west one is always more heavily guarded anyway.”
What is that you’re carrying. “It’s nothing. Stay away from it- I must get it to the right people.”
Why should I help? “Please. I don’t have much to offer, but you may have it. Once we make it out, my...caravan would be most grateful and able to compensate you in any form you see fit. But first we must make it out here.”


AWARDING EXPERIENCE POINTS

Each player engaged in combat earns 450XP, or enough to bring players to level 2.

Tuesday, May 19, 2015

TetrisNoir

Welcome to the seedy underbelly of city called Tetris- normally a city of right angles, where everything falls into place. But at night, under smoke hazed bar-lights, things aren't so simple.

TetrisNoir is a gritty, pulp reimagining of the beloved game Tetris. Here, completed rows go up in smoke, temporarily obscuring the next pieces, and the angle of the light changes. With some parts of the field in shadow, it's up to the detective in you to remember where things are.


How far are you willing to delve into the underworld?
TetrisNoir features three difficulty levels, which alter the available shapes and their colors.

Beat Cop
Beat Cop uses only the original set of tetrimos. They are all colored uniquely in grayscale.


Private Eye
At medium difficulty, five new tetrimos join the originals. The color of the pieces is evenly spread throughout the grayscale.

Hard-Boiled
Only the strong or crazy venture to Hard-Boiled. In addition to the seven original tetrimos and the five new Private Eye tetrimos, five more tetrimos are introduced and the colors of the tetrimos and their mirrors are the same.








Sunday, May 17, 2015

Fith Sun: Ashes to Ashes

Socrates was a criminal. Thales was an aviator. I am a priest.
Fifth Sun is born, buried, and here memorialized. Perhaps we should reflect upon why it lies so still before us.

Initially, I imagined it as a twin-stick, like Binding of Isaac. When I deferred on the control scheme, it was with the understanding that the game was still the same, but with the users hands in a slightly different place. This, truly, is the folly. There is no negotiation on vision- merely scope. And this I knew, yet my own fear of hubris kept me from fulfilling my office.
  
The powers, too, were compromised, but more as a product of uncertainty of ability. I believe this was inevitable, but only once.

There are several other issues, but more than anything else, when I am Product Owner, my will be done, and my game be made. I need to remember the one golden rule: "Fuck with my game, I spank you."

Sunday, March 8, 2015

Roadmap

What do we need to make to get to our value props?

PLAYER CHARACTER
- Design - The main character is Toci, resurrected Aztec Goddess. This requires animation.
- Movement/Aiming - Toci will move in four directions and aim following the mouse. This requires programming.
- Attacking -Toci has two attack slots, mapped to left and right mouse buttons. This requires programming.
-- Weapons - There are four weapons with four methods of attack which can be assigned to attack slots. This requires programming and animation.
-- Powers - Additionally, there are four powers that can be assigned to attack slots. These require programming and animation.

ENEMIES
- Design - The Spanish need animations for movement in four directions, and individual attack and death animations. This requires animation.
-Movement/Aiming - Enemies move and aim in four directions. This requires programming.

-AI -This will require a great deal of programming.
--group
--individual


ENVIRONMENT
- GUI - There are three GUIs, main, inventory, and temple. These require programming and animation.
- Tenochtitlan - This is the level, which are art tiles, colliders, and layout. This requires programming, design, and animation.

Sunday, March 1, 2015

s0r: A Text Adventure

The Sprint 0 Round-up! Our goal for Sprint 0 was to complete four things:
  • Enemy Types
  • Enemies Surround Player
  • Damage Received/Dealt
  • Enemy Scaling
Are they done? ...That's not the question we should be asking ourselves at the moment. The goal of Sprint 0 is to build a structure, and we've built a rickety structure, you know, so we've got that, and now we can look and try to see why it got rickets.

Design, I thought, was sufficient. Stats were estimated, abilities pitched, all with relative competence, but without the framework of a play-tested game, the fine tuning of mechanics remains a chore. If anything, designers were under utilized, or at least with little to do.

Programming was quickly done. The base tasks proved little challenge, but I fear the real test will be the AI. Of course, this fear is unfounded because I know nothing about the AI script, but I do believe it is integral to the fun of this game, and as such should be worried over.

Truly, the greatest misstep was in art, as we only have 4 artists. This isn't so much an issue of the team, but rather a shortcoming of the idea* which wanted to utilize an aesthetic style as a key value proposition.

In regards to the trinity of specialization, I suspect that the programming side of the equation only grows heavier with the progression of the process, with design worked hardest in the beginning and the artist in the middle. Whether there is validity in the sentiment is secondary, though, to my need to correct my antiquated-Waterfall thought-structure. Programmers are no longer a group, neither designers nor artists. Once our base pipeline is tested, we are feature teams: coalitions of the...willing, I guess. We have individual features to address in all three facets - programming, design, and art - and dealing with only the feature in scope. The base upon which those features are added was concluded with Sprint 0 in accordance with the ideal that the product is always finished, and only continues to get more finished with iterative sprints.






*And most certainly not the idiot who thought it up and promoted it.

Value Props and the People Who Love Them

What is most important about the game? My guesses-

1. Historical setting. I can imagine people enjoying the Aztecs for one(/two) reasons. The most obvious is that they know something about the Aztec, and could appreciate seeing this knowledge in the game. The second is the negative of the first: they know nothing about the Aztecs, and thus take pleasure in the foreign-ness of the surroundings.

Survey says:
A plurality of people (44%) rated this of mid-level importance, with the next largest category (41%) feeling it of only slightly less importance than the first. So apparently the setting is important, but not completely a deal-breaker.

2. AI. I think something that will set this game apart is the group AI mechanics. Hack and slash is fun, but I think it'd be more fun if you were fighting a sea of enemies, where the crowd behaves in certain ways but individuals also display qualities.

Anyone else?


A majority of people definitely want varying enemy types; that's clear. As for their overall organization, the only clear message is that the enemy should not scatter. I don't think there's enough data to make any kind of inference regarding player preference to troop formation. My guess is that this is something that needs to be played by the customer. Surveys, as lovely as they are, just aren't conveying the experience of the quirks of our program, and generalized data is wonderful, but user interaction should now be the goal.

3. Inventory. This is a game about hitting things: the fun is most likely in the variety of ways there are to hit things. Thus, our job is as a nozzle, controlling the flow of of fun and agency to the user; too much at once and the player is overwhelmed and quits, too little they quit out of boredom. This is where our inventory, and to an extent our skill tree and mana mechanic come in.





53% of respondents chose to agree with the 'obvious' inventory answer, but I think the small sample size is enough to draw any conclusion irrelevant. 68%, and a more palpable 686 votes, support our direction regarding the use of the temple GUI housing the skill tree. I'm not prepared to interpret feedback on the mana cooldown.